From d0c5d91032faae9efec028db7b07c1ba79d6d6ea Mon Sep 17 00:00:00 2001 From: Tomasz Chabora Date: Tue, 3 Sep 2019 20:22:22 +0200 Subject: [PATCH] Fix VisibilityEnabler2D behavior on start --- scene/2d/visibility_notifier_2d.cpp | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp index 366de283862..852a27c5138 100644 --- a/scene/2d/visibility_notifier_2d.cpp +++ b/scene/2d/visibility_notifier_2d.cpp @@ -252,10 +252,19 @@ void VisibilityEnabler2D::_notification(int p_what) { _find_nodes(from); - if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) - get_parent()->set_physics_process(false); - if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) - get_parent()->set_process(false); + // We need to defer the call of set_process and set_physics_process, + // otherwise they are overwritten inside NOTIFICATION_READY. + // We can't use call_deferred, because it happens after a physics frame. + // The ready signal works as it's emitted immediately after NOTIFICATION_READY. + + if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) { + get_parent()->connect(SceneStringNames::get_singleton()->ready, + callable_mp(get_parent(), &Node::set_physics_process), varray(false), CONNECT_ONESHOT); + } + if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) { + get_parent()->connect(SceneStringNames::get_singleton()->ready, + callable_mp(get_parent(), &Node::set_process), varray(false), CONNECT_ONESHOT); + } } if (p_what == NOTIFICATION_EXIT_TREE) {